Because the player is only the first step. Then you need all the other stuff like a CDN distribution to get it close enough to all your subscribers/able to handle all the subscribers pulling down video. I'd be shocked if the core player that just shows pixels on the screen is anyones' problem at this point.
As someone who wants more in the space of Lisp-style languages with more interest in native, I'm going to be keeping an eye on Jank. Actually had this article recommended on my phone earlier.
I think Neovim helps with this, though last time I was using it (via... bootstrap? One of the prebuilt addon packs) at some point a Mason update broke my LSPs for multiple languages and i went back to VS Code on my Linux laptop because I didn't want to fight with it.
I ran screaming from VS when I noticed how much resources it used and what software it copies on remote servers in case you want to work remote. Did this improve at all in the last year+?
Been forever since I played it, but I recall appreciating having 2 screens for Xenoblade X (which I'm curious to see how it feels on the Switch remaster coming out in March). But yeah as someone who bought a WiiU there weren't a ton of games that did a good job with the second screen.
Personally I'd say both are true. They won the generation, but they did so by not bothering to fight directly with Playstation and Xbox. By basically ignoring them and having a distinct identity they won.
A. Sony has an amazing marketing strategy where they can paint their #1 competitor as not even a competitor.
B. Xbox has a terrible product direction, where they are trying (failing) to beat Sony at being Sony instead of looking at the gaming industry and trying to create a product people want.
I wouldn't say A because Nintendo hasn't bothered trying to compete with them. If they bothered and Sony still managed to be considered a separate category I would agree, but Nintendo appears to not care about them.
However I do think B is true. The only time they were able to go toe to toe with Sony was most of the 360 era when Sony got cocky and built a machine that was too complicated to work with relative to the value developers got out of that effort. Once Sony stopped doing that they've dominated Xbox (mind you the whiff on being too early proclaiming the digital era made it far far worse).
The market penetration of the switch makes it harder for Sony to expand into the family/casual gaming space. That forces Sony to stick to the AAA lane (which is where their focus is) limiting their growth opportunities.
If the switch had been a failure, then a lot of households that currently have a switch (only) would have bought a different console and that would likely have been a PS5 (even if they held on to their previous generation console, and waited a couple of years until the PS5 price dropped below $500)
I have a PS4 and a Switch at home. The kids play the switch and occasionally play on the PS4. I can't justify buying a PS5 because there's only so much
gaming time available, and family gaming is covered by the switch and my personal gaming is good enough on my PC. Take the switch out of the equation and that changes.
PS5 is winning the AAA console lane, no doubt. But Sony could have been making more money if they could also own a significant portion of the family console lane.
I don't know that the Playstation 5 really plays in that market when the cheapest version is $450, so nearly $200 more expensive than the switch. Keeping the price down is part of how Nintendo owns that market, on top of their first party game lineup and the like.
The PlayStation also doesn't play most games on Steam. Exclusive games don't mean the platforms aren't competitors — back in the day platform exclusivity was even more of the norm than it is today, and yet the SNES and the Sega Genesis were clearly competitors, as were the original PlayStation and the N64.
I really wish more tutorial makers would do the "teach one thing". Like I dabble in gamedev, and most people who create content for it generate 45 minute to many hour long tutorials that are end to end, instead of teaching "this is how you deal with navigation" "this is how you handle movement" etc. Means people who want to learn stuff are stuck interacting with a massive block of stuff which makes extricating out the part they need and planting it in their own project wildly harder.
I won't disagree with that. I will say pip and venv ending up being a massive chain is entirely unsurprising because Python environment management is a mess to begin with. But then there are a lot of gnarly topics that can be hard to find useful information on.
One thing that doesn't help all this is more and more tutorials going on Youtube (I admit I've made a couple, which were topic focused) is that so many people just want an entire soup to nuts answer instead of the tools to piece together their own solution from the parts, which makes gaining traction and getting that information to people a lot harder.
But without a general change in how people look at learning I dunno what fixes that problem.
For me it depends. Sometimes I find value in making a function for a block of work I can give its own name to, because that can make the flow more obvious when looking at what the function does at a high level. But arbitrarily breaking up a function just because is silly and pointless.
Plus, laying the list of tasks out in order sometimes makes it obvious how to split it up eventually. If you try to split it up the first time you write it, you get a bunch of meaningless splits, but if you write a 300 line function, and let it simmer for a few weeks, usually you can spot commonalities later.
That's also true, though in this case I'm not necessarily worried about commonalities, just changing the way it reads to focus on the higher level ideas making up the large function.
But revisiting code after a time, either just because you slept on it or you've written more adjacent code, is almost always worth some time to try and improve the readability of the code (so long as you don't sacrifice performance unnecessarily).
Define that function directly in the place where it is used (e.g. as a lambda, if nesting of function definitions is not allowed). Keeps the locality and makes it obvious that you could just have put a comment instead.
What are the odds any electronic data store, tape or SSD or anything in between, could last that long?
I guess some random store keeps getting moved from one storage device to another by accident, but beyond that I'm not sure if it is reasonably possible.
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